Computer-readable non-transitory storage medium having game program stored therein, and game system

ABSTRACT

Even when a movement command input is not performed from a player, a player character is moved in a predetermined direction in a virtual game space, and a game screen including the player character is scrolled so as to follow movement of the player character. In response to determination being made that a touch operation is detected in a state in which the positional relationship between a predetermined object and the player character satisfies a predetermined condition, the movement direction of the player character is temporarily changed to a direction containing a direction component opposite to the predetermined direction.

CROSS REFERENCE TO RELATED APPLICATION

This application is a Divisional of U.S. patent application Ser. No.15/668,809, filed Aug. 4, 2017, now allowed; which is a Continuation ofInternational Application Number PCT/JP2016/003986, filed on Aug. 31,2016, the entire contents of which is incorporated herein by reference.

FIELD

The exemplary embodiments relate to a computer-readable non-transitorystorage medium having stored therein a game program, and morespecifically, a computer-readable non-transitory storage medium havingstored therein a game program to be executed by a computer of aninformation processing apparatus including a touch input section.

BACKGROUND AND SUMMARY

Conventionally, scrolling action games are known (for example, JapaneseLaid-Open Patent Publication No. 2011-101754). In such a game, it isgeneral that a player character is moved in a virtual game space inaccordance with an operation input from a player.

In the game as described above, the objective is to reach a goal whiledefeating enemy characters and collecting items, and meanwhile, the gameis likely to develop monotonously. In the above game, the screen isscrolled in accordance with movement (i.e., player's operation) of aplayer character. On the other hand, there is also known an action gamein which a screen is automatically scrolled without a player'soperation. However, in such a game, movement of the player character hasno unexpectedness and thus the game is still likely to developmonotonously.

Therefore, an object of the exemplary embodiments is to provide a gameprogram and the like that can increase variations of play content withsimple operability.

Configuration examples for achieving the above object will be shownbelow.

One configuration example is a computer-readable non-transitory storagemedium having stored therein a game program to be executed by a computerof an information processing apparatus having a touch input section, thegame program causing the computer to execute player character movement,screen scrolling, operation reception, determination, and changeover. Inthe player character movement, a player character is moved in apredetermined direction in a virtual game space even when a movementcommand input is not performed from a player. In the screen scrolling, agame screen displayed in a predetermined display area and including theplayer character is scrolled so as to follow movement of the playercharacter. In the operation reception, a touch operation on the touchinput section is received. In the determination, whether the touchoperation is detected in a state in which a positional relationshipbetween a predetermined object and the player character satisfies apredetermined condition, is determined. In the changeover, a movementdirection of the player character is temporarily changed to a directioncontaining a direction component opposite to the predetermineddirection, in response to the determination that the touch operation isdetected in a state in which the positional relationship between thepredetermined object and the player character satisfies thepredetermined condition.

According to the above configuration example, it is possible to providethe player with a room for slightly going back against the advancingdirection in an action game in which the screen is automaticallyscrolled in one direction. In addition, it is possible to providevariations in advancement route, thereby enhancing amusement of thegame.

In another configuration example, in the changeover, a period duringwhich the movement direction is temporarily changed may be set inaccordance with an input continuation period of the touch operation.

According to the above configuration example, it is possible to providevariations in play content with simple operability, thereby enhancingamusement of the game. For example, a distance by which the playercharacter can temporarily return in the opposite direction may bechanged in accordance with the touch continuation period, wherebyamusement of the game can be enhanced.

In other configuration examples, the virtual game space may beconfigured to have a first advancement route which allows the playercharacter to advance therethrough by the movement direction of theplayer character being temporarily changed in the changeover, and asecond advancement route which allows the player character to advancetherethrough when the movement direction of the player character is notchanged in the changeover. In the changeover, after the movementdirection is temporarily changed, the movement direction may be returnedto that before the changing, without a need of an operation from theplayer.

According to the above configuration examples, in an action game inwhich the screen is automatically scrolled in one direction, theadvancement route can be branched, and thus the game content can beprovided with variations.

In another configuration example, in the determination, the positionalrelationship between the predetermined object and the player charactermay be determined to satisfy the predetermined condition, when theplayer character stands on the predetermined object.

According to the above configuration example, the player can easilyrecognize intuitively at what occasion the player character cantemporarily return in the opposite direction.

In another configuration example, in the screen scrolling, the gamescreen may be scrolled so that, in the game screen, a position on anaxis in the predetermined direction at which the player character isdisplayed is maintained.

According to the above configuration example, it is possible to providea game screen that allows the player to easily grasp the play situation.

In other configuration examples, in the screen scrolling, the gamescreen may be scrolled in a direction opposite to the predetermineddirection while the movement direction of the player character is beingtemporarily changed in the changeover. In the changeover, the movementdirection that has been temporarily changed may be changed to adirection different from a direction opposite to the predetermineddirection. An action having been performed by the player characterbefore the changeover may be different from an action of the playercharacter performed while the movement direction is being temporarilychanged.

According to the above configuration examples, in an action game inwhich the screen is automatically scrolled in one direction,unexpectedness of the advancing direction can be provided and thusamusement of the game can be enhanced. In addition, for example, it ispossible to cause the player character to jump in, for example, anobliquely backward and upward direction while scrolling the screen inthe direction opposite to the advancing direction. Thus, it is possibleto cause the player character to advance to an advancement route towhich normally the player character cannot go.

Another configuration example is a computer-readable non-transitorystorage medium having stored therein a game program to be executed by acomputer of an information processing apparatus having a touch inputsection, the game program causing the computer to execute playercharacter movement, screen scrolling, and changeover. In the playercharacter movement, a player character is moved in a predetermineddirection in a virtual game space even when a movement command input isnot performed from a player. In the screen scrolling, a game screendisplayed in a predetermined display area and including the playercharacter is scrolled so as to follow movement of the player character.In the changeover, a movement direction of the player character istemporarily changed to a direction containing a direction componentopposite to the predetermined direction, in response to the playercharacter standing on a predetermined object in the virtual game space.

According to the above configuration example, it is possible to providethe player with a room for slightly going back against the advancingdirection in an action game in which the screen is automaticallyscrolled in one direction. In addition, it is possible to providevariations in advancement route, thereby enhancing amusement of thegame.

Another configuration example is a computer-readable non-transitorystorage medium having stored therein a game program that causes acomputer of an information processing apparatus having a touch inputsection to execute an action game in which a screen is scrolled in apredetermined direction, the game program causing the computer toexecute player character movement, determination, movement stoppage, andmovement restart. In the player character movement, a player characteris moved in the predetermined direction in a virtual game space evenwhen a movement command input is not performed from a player. In thedetermination, whether the player character stands on a predeterminedobject in the virtual game space is determined. In the movementstoppage, movement of the player character performed in the playercharacter movement is stopped in response to the determination that theplayer character stands on the predetermined object. In the movementrestart, movement of the player character stopped in the movementstoppage is restarted.

In other configuration examples, in the movement stoppage, the movementof the player character may be stopped without a need of an operationinput from the player. In the movement restart, the stoppage of theplayer character performed in the movement stoppage may be ended inresponse to the touch input to the touch input section being detectedwhen the player character is being stopped in the movement stoppage. Inthe movement restart, when the stoppage is ended, a movement speed ofthe player character may be set to that before the player character isstopped by the movement stoppage.

Another configuration example is a computer-readable non-transitorystorage medium having stored therein a game program that causes acomputer of an information processing apparatus having a touch inputsection to execute an action game in which a screen is scrolled in apredetermined direction, the game program causing the computer toexecute player character movement, determination, movement stoppage, andmovement restart. In the player character movement, a player characteris moved in the predetermined direction in a virtual game space evenwhen a movement command input is not performed from a player. In thedetermination, it is determined whether, in the virtual game space, aposition of the player character on a movement direction axis alongwhich the player character is moved in the player character movement anda position of a predetermined object on the movement direction axis havesuch a positional relationship as to overlap each other. In the movementstoppage, movement of the player character performed in the automaticmovement is stopped in response to the determination that the abovepositional relationship is satisfied. In the movement restart, stoppageof the player character by the movement stoppage is ended.

According to the above configuration example, it is possible to providea room for the player to choose a timing of causing the player characterto advance in an action game in which the screen is automaticallyscrolled in one direction. That is, in such a game that the playercharacter automatically moves, the player's intension can be reflectedin the automatic movement. Thus, while simple operability is provided,for example, the player can return the player character from a temporarystopped state to a moving state, at an appropriate timing. Therefore, itis possible to enhance game amusement in such a game that the playercharacter automatically moves.

Another configuration example is a computer-readable non-transitorystorage medium having stored therein a game program to be executed by acomputer of an information processing apparatus, the game programcausing the computer to execute player character movement, first objectarrangement, indication, determination, and second object arrangement.In the player character movement, a player character is moved in a firstdirection in a virtual game space even when a movement command input isnot performed from a player. In the first object arrangement, a firstobject associated with a second direction in the virtual game space isarranged in the virtual game space. In the indication, the seconddirection is indicated to the player. In the determination, whether apositional relationship between the player character and the firstobject satisfies a predetermined condition is determined. In the secondobject arrangement, a second object is arranged at a predeterminedposition corresponding to the second direction with the first object asa reference, on the basis of the determination that the positionalrelationship between the player character and the first object satisfiesthe predetermined condition. It is noted that the second direction maybe the same as or different from the first direction.

According to the above configuration example, it is possible to guidethe player about movement of the player character. In addition, it ispossible to cause the player to predict that there are variations inadvancement route, thereby enhancing amusement of the game.

In another configuration example, the game program may be a game programfor executing an action game in which a screen is forcibly scrolled inthe first direction.

According to the above configuration example, it is possible to enhanceamusement in such a game that a screen is automatically scrolled in onedirection.

In another configuration example, the game program may further cause thecomputer to execute screen scrolling of scrolling a display areadisplaying a game screen including the player character, so as to followmovement of the player character.

According to the above configuration example, it is possible to providea game screen that allows the play situation to be easily grasped.

In another configuration example, in the indication, the seconddirection may be displayed so as to overlap the first object.

According to the above configuration example, it is possible to indicatethat there is something about the first object, to the player, in anintuitively understandable manner.

In another configuration example, the first object and the second objectmay be different types of objects.

According to the above configuration example, for example, a blockobject may be set as the first object, and a coin object may be set asthe second object, to provide the player with a pleasure of finding outa hidden coin or the like, whereby amusement of the game can beenhanced.

In other configuration examples, in the second object arrangement, aplurality of the second objects may be arranged. In the second objectarrangement, the plurality of second objects may be arranged along thesecond direction with the first object as a reference. The second objectmay be an item object that can be acquired by the player character inresponse to the player character coming into contact with the itemobject.

According to the above configuration examples, for example, it ispossible to cause the player to predict that the second objects such asa plurality of coin objects will appear, to raise the player'smotivation for acquiring the coin objects, whereby amusement of the gamecan be enhanced.

According to the exemplary embodiments, in a forced scrolling actiongame, it is possible to provide the game with variations in play contentwhile providing simple operability.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a function block diagram showing a non-limiting example of aportable smart device 102;

FIG. 2 shows a non-limiting example of a game screen according to anexemplary embodiment;

FIG. 3 is a diagram illustrating a non-limiting example of an automaticaction;

FIG. 4 is a diagram illustrating a non-limiting example of an automaticaction;

FIG. 5 is a diagram illustrating a non-limiting example of a specialmanual action;

FIG. 6 is a diagram illustrating a non-limiting example of an automaticaction;

FIG. 7 is a diagram illustrating a non-limiting example of a specialmanual action;

FIG. 8 is a diagram illustrating a non-limiting example of a reversearrow block;

FIG. 9 is a diagram illustrating a non-limiting example of the reversearrow block;

FIG. 10 is a diagram illustrating a non-limiting example of the reversearrow block;

FIG. 11 is a diagram illustrating a non-limiting example of the reversearrow block;

FIG. 12 is a diagram illustrating a non-limiting example of adotted-line block;

FIG. 13 is a diagram illustrating a non-limiting example of thedotted-line block;

FIG. 14 is a diagram illustrating a non-limiting example of thedotted-line block;

FIG. 15 is a diagram illustrating a non-limiting example in which thereverse arrow block and the dotted-line block are used in combination;

FIG. 16 is a diagram illustrating a non-limiting example in which thereverse arrow block and the dotted-line block are used in combination;

FIG. 17 is a diagram illustrating a non-limiting example in which thereverse arrow block and the dotted-line block are used in combination;

FIG. 18 is a diagram illustrating a non-limiting example in which thereverse arrow block and the dotted-line block are used in combination;

FIG. 19 is a diagram illustrating a non-limiting example of a pauseblock;

FIG. 20 is a diagram illustrating a non-limiting example of the pauseblock;

FIG. 21 is a diagram illustrating a non-limiting example of the pauseblock;

FIG. 22 is a diagram illustrating a non-limiting example of the pauseblock;

FIG. 23 is a diagram illustrating a non-limiting example of the pauseblock;

FIG. 24 is a diagram illustrating a non-limiting example of the pauseblock;

FIG. 25 is a diagram illustrating a non-limiting example of utilizationof the pause block;

FIG. 26 is a diagram illustrating a non-limiting example of utilizationof the pause block;

FIG. 27 is a diagram illustrating a non-limiting example of a “?” block;

FIG. 28 is a diagram illustrating a non-limiting example of the “?”block;

FIG. 29 is a diagram illustrating a non-limiting example of the “?”block;

FIG. 30 is a diagram illustrating a non-limiting example of operation ofa player character;

FIG. 31 is a diagram illustrating a non-limiting example of operation ofa player character;

FIG. 32 is a diagram illustrating a non-limiting example of operation ofa player character;

FIG. 33 is a diagram illustrating a non-limiting example of a programand information stored in a smart device 102 and a main memory 113;

FIG. 34 is a flowchart showing the details of a non-limiting example ofa game process;

FIG. 35 is a flowchart showing the details of a non-limiting example ofthe game process;

FIG. 36 is a flowchart showing the details of a non-limiting example ofa normal movement process;

FIG. 37 is a flowchart showing the details of a non-limiting example ofthe normal movement process;

FIG. 38 is a flowchart showing the details of a non-limiting example ofa first gimmick block process;

FIG. 39 is a flowchart showing the details of a non-limiting example ofa second gimmick block process;

FIG. 40 is a flowchart showing the details of a non-limiting example ofan automatic action process;

FIG. 41 is a flowchart showing the details of a non-limiting example ofthe automatic action process;

FIG. 42 is a flowchart showing the details of a non-limiting example ofa manual action process;

FIG. 43 is a flowchart showing the details of a non-limiting example ofa special manual action process;

FIG. 44 is a flowchart showing the details of a non-limiting example ofa temporary stop process;

FIG. 45 is another non-limiting example of a game course configurationaccording to the exemplary embodiment;

FIG. 46 is another non-limiting example of a game screen according tothe exemplary embodiment;

FIG. 47 is another non-limiting example of a game screen according tothe exemplary embodiment;

FIG. 48 is another non-limiting example of a game screen according tothe exemplary embodiment;

FIG. 49 is another non-limiting example of a game screen according tothe exemplary embodiment;

FIG. 50 is another non-limiting example of a game screen according tothe exemplary embodiment;

FIG. 51 is another non-limiting example of a game screen according tothe exemplary embodiment;

FIG. 52 is another non-limiting example of a game screen according tothe exemplary embodiment; and

FIG. 53 is another non-limiting example of a game screen according tothe exemplary embodiment.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

Hereinafter, an exemplary embodiment of will be described.

FIG. 1 is a function block diagram of a portable smart device 102(hereinafter, simply referred to as a smart device) which is an exampleof an information processing apparatus according the exemplaryembodiment. In FIG. 1, the smart device 102 includes a processor section111, an internal storage device 112, a main memory 113, a communicationsection 114, an operation section 115, and a display section 116. Theprocessor section 111 controls operation of the smart device 102 byexecuting an information process described later and executing a systemprogram (not shown) for controlling the overall operation of the smartdevice 102. It is noted that the processor section 111 may include asingle processor or include a plurality of processors. The internalstorage device 112 stores various programs to be executed by theprocessor section 111 and various data to be used in the programs. Theinternal storage device 112 is, for example, a flash EEPROM or a harddisk device. The main memory 113 temporarily stores a computer programand information. The communication section 114 is capable ofestablishing connection with a network via wired or wirelesscommunication, and transmitting and receiving predetermined data to andfrom a predetermined server or another smart device. The operationsection 115 is, for example, an input device for receiving an operationfrom a user. A typical example of the display section 116 is a liquidcrystal display device. It is noted that, in a process according to theexemplary embodiment, the operation section 115 and the display section116 are assumed to be a touch panel integrated with a liquid crystalscreen. In another exemplary embodiment, as the operation section 115, apredetermined pointing device other than a touch panel may be used.

In the exemplary embodiment, an example in which the game processdescribed later is executed by the smart device 102 will be described.However, without limitation thereto, the process according to theexemplary embodiment below is applicable also to a hand-held gameapparatus or the like as an information processing apparatus.

Next, the outline of operation in the information process according tothe exemplary embodiment will be described. In the process according tothe exemplary embodiment, a side-scrolling jump action game is assumed.More specifically, a game assumed in the exemplary embodiment is a jumpaction game in which a screen is automatically scrolled in thehorizontal direction. That is, irrespective of a player's operation(even when a movement command input is not performed by the player), aplayer character automatically moves, whereby the screen isautomatically scrolled. FIG. 2 shows an example of a game screenaccording to the exemplary embodiment. In FIG. 2, a player character201, a coin object 202, and a fever meter 203 are shown. In this game,in principle, the player character 201 automatically moves in therightward direction on the screen. In conjunction with the movement ofthe player character, the screen is also automatically scrolledhorizontally (in other words, the screen is forcibly scrolledhorizontally). In this case, on the screen (display area), the positionon the screen horizontal-direction axis (horizontal axis) at which theplayer character 201 is displayed is not changed in principle, but ismaintained at a predetermined position. In the exemplary embodiment, thedisplay position on the horizontal axis is the center of the screen.

The scrolling control will be described more specifically. First, avirtual camera is set in a virtual game space such that the playercharacter 201 is located in front of the virtual camera. Then, thevirtual camera moves in conjunction with movement of the playercharacter 201 so as to maintain the present positional relationship. Inother words, control is performed such that the display area is scrolledin the screen horizontal direction so as to follow movement of theplayer character 201. In this follow-up control, the display area may becontrolled to exactly follow movement of the player character 201without time lag, or may be controlled to follow movement of the playercharacter 201 slightly later than the movement.

The display position of the player character 201 is not limited to theabove position. In another exemplary embodiment, the player character201 may be displayed in a fixed manner slightly leftward from the screencenter on the horizontal axis so that the area on theadvancing-direction side is viewed spaciously. In the exemplaryembodiment, the game in which the screen is forcibly scrolledhorizontally is described as an example, but the scrolling direction isnot limited to the horizontal direction. In another exemplaryembodiment, the scrolling direction may be the vertical direction or anoblique direction.

The basic objective in this game is to reach a goal point (within timelimit) while collecting coin objects 202 placed in a game course. Inthis game, the number of the collected coin objects 202 is not indicatedon the screen during game course progression. In this game, after thegame course is cleared, a result screen (not shown) is displayed, and onthis screen, the number (this also serves as the score) of the acquiredcoin objects 202 is indicated.

The basic way to play this game will be described. As described above,the player character automatically advances in the rightward direction.When a predetermined condition is satisfied, the player character 201automatically performs a predetermined “action” without the playerparticularly performing any operation. In the following description,such an action that is automatically performed is referred to as an“automatic action”. Specifically, one of the automatic actions is“leapfrog” which is an action of automatically leaping over a heightcorresponding to one unit of the player character 201. For example, itis assumed that an enemy character having a height corresponding to oneunit of the player character 201 is present in the advancing directionof the player character 201. In such a case, when nearly coming intocontact with the enemy character (coming close thereto to a certainextent), the player character 201 automatically performs an action ofleapfrogging over the enemy character, thus leaping over the enemycharacter (automatic avoidance). Another one of the automatic actions is“clamber” which is an action of clambering a wall higher than the playercharacter 201. When the player character 201 comes into contact with anupper end part, of such a wall, that corresponds to one unit, the playercharacter 201 performs an action of automatically clambering the walland then rolling forward after finishing the clambering. Still anotherexample of the automatic action is “break-fall”. This is an action ofautomatically rolling to make break-fall when the player character 201jumps down from a height corresponding to two units or more of theplayer characters 201 and lands on the ground. Owing to such automaticactions, it is possible to cause the player character 201 to advance inthe game course to reach the goal point without the player particularlyperforming any operation.

Regarding the automatic action of leapfrog, enemy characters areclassified into several types, so that not all the enemy characters areautomatically avoided by leapfrog as described above. Predeterminedspecific types of enemy characters are targets of the automatic action.Therefore, when an enemy character that is not a target of the automaticaction is present in the advancing direction, the player character 201will come into contact with the enemy character as long as the playerleaves the player character 201 without performing any operation. As aresult, a process disadvantageous to the player, such as addition of apredetermined damage value to the player character 201, is performed.Therefore, in such a case, the player needs to, for example, avoid suchan enemy character by performing a normal manual action described later.

Next, the case of causing the player character to perform apredetermined action on the basis of a player's operation will bedescribed. As an action of a type different from the automatic action asdescribed above, the player can cause the player character to perform apredetermined action by tapping the screen. Hereinafter, such an actionis referred to as a “manual action” in contrast of the automatic action.In the exemplary embodiment, the manual action is classified into twotypes of “normal manual action” and “special manual action”.

First, the normal manual action will be described. Specifically, thisaction is an action in which the player character 201 “jumps” inresponse to a tap operation performed by the player when the playercharacter 201 is in contact with the ground (as it were, normal jump).In this tap operation, any position on the screen may be tapped inprinciple. However, if a menu button or the like is provided on thescreen, such a location may be excluded. Alternatively, only a tapoperation on the display area on which the virtual game space isdisplayed may be accepted. The height of jumping slightly varies inaccordance with a touch continuation period (period from touch-on totouch-off) of the tap operation.

Next, the special manual action will be described. This is an actionperformed by the player performing a tap operation under a predeterminedcondition. Examples of special manual actions will be shown below. Forexample, an action of jumping in response to a tap operation beingperformed during the leapfrog is a special manual action. In addition, ajump performed by a tap operation during the final forward rolling (at atiming when the forward-rolling motion is being displayed) in theclambering automatic action, is also a special manual action. Inaddition, a jump performed by a tap operation during a motion of forwardrolling to make break-fall in the break-fall automatic action, is alsotreated as a special manual action. Besides, a jump on a gimmick block(reverse arrow block or the like) described later is also treated as aspecial manual action. In addition, a “wall-kick jump” exemplified belowis also a special manual action. It is noted that, as a matter ofcourse, the automatic actions and the special manual actions are notlimited to the above actions but may be other actions.

Here, some of the automatic actions and the special manual actions willbe exemplified with reference to the drawings. First, the leapfrogautomatic action and the special manual action during the leapfrog willbe exemplified. As described above, the player character 201 movesautomatically. Here, as shown in FIG. 3, a situation in which an enemycharacter 205 is present in the advancing direction of the playercharacter 201 (a situation in which the enemy character 205 isapproaching from the advancing direction) is assumed. In this case, ifthe player does not perform any operation, when the player character 201approaches to be almost in contact with the enemy character 205, theplayer character 201 performs an automatic action of automatically“leapfrogging” the enemy character to avoid contact therewith (automaticavoidance), as shown in FIG. 4 (in this case, the enemy character 205 isnot damaged).

Here, if the player performs a tap operation at an appropriate timingduring the “leapfrog” (while the leapfrog motion is being displayed),the player can cause the player character 201 to perform a specialmanual action. Specifically, as shown in FIG. 5, the player character201 performs, as the “special manual action”, an attack in which theplayer character 201 stomps and jumps on the enemy character 205. Inthis case, since the enemy character 205 is attacked, the enemycharacter 205 can be damaged. Thus, it is possible to cause the playercharacter 201 to perform a special manual action by performing a tapoperation under a predetermined condition (in this example, at a timingwhen the motion of the automatic action is being displayed). It is notedthat other processes when the special manual action is performed will bedescribed later.

Other examples of the automatic actions and the special manual actionswill be described with reference to FIG. 6 and FIG. 7. FIG. 6 and FIG. 7show examples in which the player character 201 encounters a wall (or,for example, an obstacle such as a pipe). In the example shown in FIG.6, an action of clambering the wall is performed as an automatic action.In FIG. 6, the player character 201 automatically moves to approach thewall. If the player does not perform any operation in this state, theplayer character 201 comes into contact with the wall and once stopsmoving (becomes unable to advance, by being hampered by the high wall asan obstacle). At this position (or at a time when the player character201 approaches the wall to a certain extent), if the player performs atap operation, the player character 201 performs a jump. Then, when theplayer character 201 comes close to or into contact with an upper endpart, of the wall, that corresponds to one unit, the player character201 performs a motion of holding on the wall and in this state,clambering the upper end part of the wall, and then, after finishing theclambering, rolling forward. In other words, an automatic action ofclambering while holding on the upper end part of the wall is performed.

On the other hand, in a state in which the player character 201 is incontact with the wall (and not in contact with the ground), if theplayer performs a tap operation, as shown in FIG. 7, the playercharacter 201 performs a special manual action of kicking the wall andjumping obliquely backward (wall-kick jump). At this time, the playercharacter 201 temporarily moves in a direction opposite to the advancingdirection of the automatic movement. Along with this, the display areais also scrolled in the opposite direction. Then, after landing on theground, the player character 201 moves in the advancing direction again.

As described above, in this game, if a condition that the player andanother object (enemy character or terrain object) have a predeterminedpositional relationship is satisfied, an automatic action defined inadvance is performed. In addition, it is possible to cause the playercharacter to perform a special manual action by the player performing atap operation under a predetermined condition (for example, at a timingwhen a specific automatic action is being performed) (it is noted that,not including all the automatic actions, some of the plurality ofautomatic actions are defined in advance as conditions for executing thespecial manual actions). From the perspective of operation, the specialmanual actions can be executed by a tap operation as in the normalmanual action, but from the perspective of content, the special manualactions are actions different from the normal manual action. That is,two types of actions, the normal manual action and the special manualaction, are assigned to the tap operation which is a simple operation.

Next, the fever meter 203 shown in FIG. 2 and effects (process) byperforming the special manual action will be described. In this game, byperforming the special manual action as described above, the fever meter203 is filled by a predetermined amount. That is, points in the fevermeter can be accumulated by a predetermined amount. Regarding the amountthat can be accumulated, a “weight (coefficient)” is set for eachspecial manual action, and the amount that can be accumulated varies inaccordance with the “weight”. When the fever meter 203 is filled to themaximum, a “fever mode” is executed for a certain period (for example,10 seconds). In other words, when the points in the fever meter reach apredetermined value, the fever mode is executed. When the fever mode isexecuted, parameters of the player character 201 are changed. Forexample, the movement speed of the player character increases. Inaddition, the number of coins that can be obtained from a “?” blockdescribed later increases. That is, a process that makes an advantageouscondition for the player is executed during a certain period. Therefore,the player can collect many coin objects 202 within a short time bycausing many special manual actions and swiftly starting the fever mode.When the fever mode is entered, the remaining time of the fever mode maybe indicated. Alternatively, the filled gauge may be indicated so as tobe gradually depleted over time. That is, the remaining time of thefever mode may be presented to the player directly or indirectly. In thecase where the fever mode has not been entered yet, the value of thefever meter that has been filled thus far may be indicated in a form of“current value/maximum value”, for example. Further, the time of thefever mode may be allowed to be refilled or prolonged by performing thespecial manual action during the fever mode. When the above certainperiod elapses, the fever meter is reset, and the fever meter can befilled again by performing the special manual action.

When the special manual action is performed, as well as increase in thefever meter 203, the following process is performed. That is, by causingthe special manual action, a predetermined number of points called“bonus points” can be acquired. The significance of the “bonus points”is that, when the player voluntarily causes an action by a higher levelof operation than for the normal manual action, this act is “commended”or “admired”. In other words, when the player performs a “cool action”which is not a mere jump operation like the normal manual action, thisact is evaluated in a form of bonus point to raise the player'smotivation. This also means that a bonus point or the like is added(given) for the special manual action itself (a bonus point or the likeis not added for the normal manual action and the automatic action).That is, unlike the case where, for example, as a result of performingan action of jumping, the player character comes into contact with acoin object 202 and acquires the coin, acquisition of a point or thelike due to the special manual action is performed by a bonus point orthe like being added for the special manual action itself. In this game,on the result screen, the bonus points are added to the acquired coins,to calculate a final score. Thus, the player is provided with enjoymentof how to make special manual actions (acquire bonus points togetherwith coins) while attempting to clear a course using automatic actionsand normal manual actions.

As described above, in this game, movement of the player character 201is automatic, and basically, the player's operations are only a tapoperation. Further, by using the special manual action in addition tothe automatic action and the normal manual action as described above, itis possible to provide a deep game property while using a simpleoperation.

(Gimmick Blocks)

In this came, various types of “gimmick blocks” are arranged in a gamecourse in order to enhance the game property. The gimmick block is ablock for which some “contrivance (gimmick)” is set. In the exemplaryembodiment, when the gimmick block and the player character 201 enterinto a predetermined positional relationship in the virtual game space,the gimmick is actuated. Alternatively, when a tap operation is furtherreceived from the player under the predetermined positionalrelationship, the gimmick is actuated. Examples of the predeterminedpositional relationship are as follows: the player character 201 standsabove the gimmick block; the player character 201 overlaps the gimmickblock; the player character 201 comes into contact with the gimmickblock from a predetermined direction; and the player character 201approaches within a predetermined distance from the gimmick block.Characteristic gimmick blocks in this game will be described below.Specifically, the following four types of gimmick blocks will bedescribed.

-   -   (1) Reverse arrow block    -   (2) Dotted-line block    -   (3) Pause block    -   (4) “?” (question)” block

(1) Reverse Arrow Block

With reference to FIG. 8 to FIG. 10, the reverse arrow block will bedescribed. As described above, this game is a side-scrolling jump actiongame in which the player character 201 automatically advances in therightward direction on the screen. However, by using the reverse arrowblock, it is possible to temporarily move the player character 201 in adirection opposite to the advancing direction (or in a predetermineddirection having the opposite direction component). This will bedescribed with reference to the drawings. First, as shown in FIG. 8, itis assumed that a reverse arrow block 211 is present on a passagesurface (ground part) in the advancing direction of the player character201. The reverse arrow block 211 is a block in which a leftward arrow(arrow opposite to the automatic advancing direction) is drawn. Then, asshown in FIG. 9, when the player character 201 stands above the reversearrow block 211 (more exactly, the player character 201 is positionedabove the reverse arrow block 211 in the virtual game space), if theplayer performs a tap operation, as shown in FIG. 10, the playercharacter 201 jumps in an obliquely upward direction opposite to theadvancing direction. Along with this, the screen is also temporarilyscrolled in the opposite direction (because the virtual camera followsmovement of the player character 201). Thereafter, when the playercharacter 201 lands on the ground, the player character 201 startsautomatic movement in the advancing direction again. On the other hand,if the player does not perform a tap operation when the player character201 is above the reverse arrow block 211, the player character 201 canpass by the reverse arrow block 211 without jumping. It is noted thatthe direction in which the player character 201 moves (jumps) is notlimited to the obliquely upward direction opposite to the advancingdirection, but may be any direction that contains a direction componentopposite to the advancing direction.

Thus, by using the reverse arrow block, it becomes possible to providevariations in advancement route even in such a forced scrolling game asin this game. For example, in a course configuration as shown in FIG.11, the player character advances to a lower course X as long as theplayer does not perform any operation. However, if the player characteronce jumps to a position “A” using the reverse arrow block 211 and thenjumps to a position “B” by the normal manual action, the playercharacter can advance to an upper course Y. Thus, it is possible toprovide variations by providing a branch point in a course.

(2) Dotted-Line Block

With reference to FIG. 12 to FIG. 14, a dotted-line block will bedescribed. A dotted-line block 212 shown in FIG. 12 is a block which hasa dotted-line contour and in which a predetermined-direction arrow isindicated. When the player character 201 comes into contact with thedotted-line block 212 as shown in FIG. 13, the dotted-line block 212causes a plurality of coin objects 202 to appear along the direction ofthe arrow indicated in the block as shown in FIG. 14 (at this time, thedotted-line block 212 disappears). In other words, the dotted-line block212 is associated with the direction indicated by thepredetermined-direction arrow. When the dotted-line block 212 and theplayer character 201 come into contact with each other, the coin objects202 appear in the direction (position) corresponding to the arrow. Thatis, the coin objects 202 are caused to appear at a predeterminedposition in the direction indicated by the arrow from the dotted-lineblock 212 as a reference (as seen from the dotted-line block 212).

FIG. 15 to FIG. 18 show examples in which the reverse arrow block andthe dotted-line block are used in combination. In FIG. 15, a group ofblocks as obstacle objects are present substantially in a triangularshape. Dotted-line blocks 212A, 212B, 212C are arranged at positionsnear the three vertices of the substantially triangular block group. Inthe dotted-line block 212A, an arrow (rightward direction) along theadvancing direction is indicated. In the dotted-line block 212B, anarrow in an obliquely leftward and upward direction is indicated. In thedotted-line block 212C, an arrow in an obliquely leftward and downwarddirection is indicated. In addition, a reverse arrow block 211 islocated under the dotted-line block 212C (in the ground part). In suchan arrangement, when a player character (not shown) moves from the leftin the drawing, first, the player character comes into contact with thedotted-line block 212A, and then, as shown in FIG. 16, coin objects 202appear along the lower side of the substantially triangular block group(at the same time, the dotted-line block 212A disappears). Thereafter,when the player character comes into contact with the dotted-line block212B, as shown in FIG. 17, coin objects 202 appear along the right sideof the substantially triangular block group. In addition, at the sametime as the coin objects 202 appear, the dotted-line block 212Bdisappears (it is noted that, instead of disappearance, the displaymanner of the block may be changed, e.g., the display of the block maybe faded or grayed-out, so that the player can recognize that the coinshave been already appeared). Then, at this timing (when the playercharacter stands above the reverse arrow block 211), if the playerperforms a tap operation, the player character 201 can be caused to jumpin an obliquely leftward and upward direction, whereby the coin objects202 can be acquired (on the other hand, if the player does not perform atap operation, the player character moves forward without acquiringthese coin objects 202). Further, as a result of the jump, the playercharacter 201 comes into contact with the dotted-line block 212C, and asshown in FIG. 18, coin objects appear along the left side of thesubstantially triangular block group (at the same time, the dotted-lineblock 212C disappears). As the jumping player character falls (moves inan obliquely leftward and downward direction), the player character canacquire the coin objects 202 that have appeared. Then, when the playercharacter 201 lands on the ground, the player character 201automatically starts to move in the advancing direction again. Such anarrangement can provide the player with a chance to acquire more coinobjects 202, thereby enhancing amusement of the game.

Without limitation to the case where the coin objects 202 appear whenthe player character 201 comes into contact with the dotted-line block212, in other exemplary embodiments, the coin objects 202 may be causedto appear when the dotted-line block 212 and the player character 201enter into a predetermined positional relationship, e.g., when theplayer character 201 approaches the dotted-line block 212 to a certainextent. In addition, also regarding the number of coins caused toappear, without limitation to the case of causing a plurality of coinsto appear as described above, only one coin object 202 may be caused toappear.

(3) Pause Block

Next, with reference to FIG. 19 to FIG. 21, the pause block will bedescribed. As described above, this game is a side-scrolling jump actiongame in which the player character 201 automatically moves in therightward direction on the screen. The pause block is capable oftemporarily stopping automatic movement of the player character 201. Apause block 213 shown in FIG. 19 is located in the ground part. In thepause block 213, a pattern in which two vertical bars are arranged isindicated. When the player character 201 stands above the pause block213, as shown in FIG. 20, the pattern of the pause block 213 changes toa rightward-direction arrow and movement of the player character 201stops. Then, as shown in FIG. 21, if the player performs a tap operationat a desired timing, the temporary stopped state is cancelled and themovement in the direction indicated by the arrow is started. In the caseof FIG. 21, movement in the rightward direction is started (restarted).

FIG. 22 to FIG. 24 show another example of the pause block. In theexample shown in FIG. 22, a pause block 213 has a pattern obtained byobliquely tilting the pattern shown in FIG. 19. In the case of the pauseblock 213 having such a pattern, when the player character 201 standsabove the pause block 213, as shown in FIG. 23, the pattern thereofchanges to an arrow in an obliquely rightward and upward direction.Then, when the player performs a tap operation at a desired timing, asshown in FIG. 24, the player character 201 jumps in an obliquelyrightward and upward direction. That is, the pause block 213 having thepattern shown in FIG. 22 is a block that causes the player character 201to jump when the movement thereof is restarted after the temporarystoppage.

FIG. 25 shows an example of utilization of the pause block as shown inFIG. 19. In FIG. 25, a ground part in the advancing direction is brokenoff, and at the broken part, a plurality of “moving platforms” arearranged each of which reciprocates in the up-down direction. The playercan stop the player character 201 by the pause block 213 and restartmovement of the player character (perform a tap operation) at anappropriate timing when these “moving platforms” are aligned side byside.

FIG. 26 shows an example of utilization of the pause block shown in FIG.22. In this example, a ground part in the advancing direction is brokenoff as in the above case, and a fireball object having a damage effectmoves to reciprocate in the up-down direction at the broken part. Theplayer can cause the player character to advance so as to jump over thebroken part, by performing a tap operation at an appropriate timing sothat the player character will not collide with the fireball object. Inany of the above cases, an element of causing the player to take anappropriate advancement timing is provided in a game in which,basically, a player character moves automatically, whereby amusement ofthe game can be further enhanced.

In another exemplary embodiment, without limitation to the case ofstanding above the pause block, the movement may be temporarily stoppedas described above when the player character 201 and the pause blockenter into a predetermined positional relationship, e.g., when theplayer character 201 comes directly under the pause block (they enterinto such a positional relationship that the pause block is positioneddirectly above the player character 201). In this case, the distancebetween the player character 201 and the pause block may be, forexample, such a close distance that they can be said to be neighboringon or adjacent to each other, or may be a distance farther than this.

In the above examples, the case where the player character 201 stands“above” the pause block and the case where the player character 201comes “under” the pause block, have been shown. However, these terms donot need to strictly mean “above” and “under”. These terms may includesome margin in the front-back direction (right-left direction), and forexample, may include the case where only a part of the player character201 enters a region “above” the pause block. In addition, the case wherethe pause block is present at a position shifted in the front-backdirection from the player character 201 within such a range that can besaid to be the neighborhood of the player character 201, e.g., within arange (distance) corresponding to, for example, one unit from the playercharacter 201 as a reference, may be treated as a predeterminedpositional relationship as described above (it is noted that, regardingthe positional relationship, the same applies also to the reverse arrowblock).

(4) “?” Block

Next, with reference to FIG. 27 to FIG. 29, the “?” block will bedescribed. This block is a block that causes the coin object 202 toappear by the player character 201 coming into contact with the blockfrom below. It is noted that the number of coins to appear varies inaccordance with whether or not the aforementioned fever mode is entered.In FIG. 27, a pattern “?” is indicated in a “?” block 214. When thefever mode is not entered, by the player character 201 coming intocontact with the “?” block 214 from below (hit from below), as shown inFIG. 28, only one coin object 202 appears directly upward and thus thecoin object 202 can be acquired (in another exemplary embodiment, thecoin object 202 may be acquired by the player character 201 coming intocontact with the coin object 202). On the other hand, in the fever mode,when the block is hit from below, as shown in FIG. 29, a plurality ofcoin objects 202 appear so as to be scattered in the advancing directionof the player character 201. In addition, since the coin objects 202 arescattered in the advancing direction, these coin objects 202 can beeasily collected (acquired). Thus, the “?” block 214 is configured suchthat the number of coins that can be acquired can be changed inaccordance with whether or not the fever mode is entered, wherebyamusement of the game can be further enhanced.

As described above, a condition for actuating each gimmick set for therespective gimmick blocks described above is that the gimmick block andthe player character 201 are in a predetermined positional relationshipor that a tap operation from the player is further received in a statein which the predetermined positional relationship is satisfied. Thatis, each gimmick set for the respective gimmick blocks is actuated inresponse to satisfaction of such a condition.

Next, operations of the player character other than the tap operation asdescribed above will be described. In this game, as described above, itis possible to cause the player character to perform the normal manualaction or the special manual action by a tap operation. Other than suchan operation, in this game, it is possible to apply a “brake” to thejump movement by an operation of moving a touch position while keepingthe touching. Specifically, by performing such an operation in adirection opposite to the advancing direction during a jump, a “brake”can be applied to the jump movement. Hereinafter, such an operation isreferred to as a slide operation. It is noted that, instead of the slideoperation, an operation called a flick or a swipe may be used. FIG. 30shows an example of a flying distance when a tap operation is merelyperformed. This example shows that the player character can move by aflying distance H by a jump. FIG. 31 shows an example in which theplayer performs a slide operation in the leftward direction (opposite tothe advancing direction) immediately after the tap operation. In thiscase, the movement speed of the player character 201 during the jump isslowed down in accordance with the content of the slide operation (e.g.,the amount of the sliding). As a result, the flying distance becomesshorter than that in FIG. 30 by a distance b (the length of the distanceb is determined in accordance with the content of the slide operation).FIG. 32 shows an example in which, when the player character 201 is onthe ground, a slide operation is performed from the beginning, insteadof a tap operation. In this case, the player character 201 starts tojump in response to detection of touch-on in the slide operation, and atthe same time as the start of the jump, speed reduction according to thecontent of the slide operation is also performed. As a result, themovement trajectory of the player character 201 is such that the playercharacter 201 jumps and moves slightly in the advancing direction andthen rises so as to move backward, and after reaching the top, theplayer character 201 falls backward. As a result, the player character201 lands on the ground slightly backward from the point at which thejump is started.

As described above, the game according to the exemplary embodimentincreases variations of play content even by a simple operation of thetap operation, and thus can provide a deep game property.

Next, with reference to FIG. 33 to FIG. 44, the details of a gameprocess in the exemplary embodiment will be described.

FIG. 33 shows an example of a program and information stored in the mainmemory 113 of the smart device 102. The main memory 113 stores a gameprocess program 301, operation data 302, current state data 303, a fevermeter value 304, acquired coin number data 305, acquired bonus pointdata 306, player character data 307, enemy character data 311, terrainobject data 312, gimmick block data 313, course data 314, and the like.

The game process program 301 is a program for executing a game processas described above. Specifically, this program is a program forexecuting a flowchart process shown in FIG. 34 and FIG. 35 describedlater.

The operation data 302 indicates various operations performed on thesmart device 102. In the exemplary embodiment, the operation data 302includes button data and touch panel data. These data are dataindicating the contents of operations performed on the operation section115, and indicating the press state of each button, touch coordinates onthe touch panel, the touch continuation period, and the like.

The current state data 303 indicates the current state of the playercharacter 201 during the game. Specifically, this data indicates whichof the following states the player character 201 is in. The statesindicated by this data include at least the following five states: (a) astate of moving automatically (normal movement state); (b) a state inwhich the automatic action is being executed (automatic action state);(c) a state in which the normal manual action is being executed (normalmanual action state, in this game, the normal manual action is,substantially, only a “jump”); (d) a state in which the special manualaction is being executed (special manual action state); and (e) themovement is temporarily stopped (temporary stopped state). It is notedthat the “normal movement state” is set as an initial value.

The fever meter value 304 is data indicating the value of the fevermeter 203 shown in FIG. 2. The acquired coin number data 305 indicatesthe number of coin objects 202 acquired by the player character 201. Theacquired bonus point data 306 indicates the number of the acquired bonuspoints. (These data are initialized at the start of playing each gamecourse.)

The player character data 307 is data for displaying the playercharacter 201. The player character data 307 includes automatic actionmotion data 308 which defines the motions of the automatic actionsdescribed above, normal manual action motion data 309 which defines themotion of the normal manual action, and special manual action motiondata 310 which defines the motions of the special manual actions. Thesemotion data define animation patterns, for example. In addition, forexample, in the automatic action motion data 308, motion data of aplurality of automatic actions are stored such that the plurality ofautomatic actions can be respectively identified (the same applies tothe motion data of the normal manual action and the special manualactions). Besides, the player character data 307 can include alsovarious data about the player character 201.

The enemy character data 311 defines (plural types of) enemy characters.The enemy character data 311 includes data indicating the outerappearances of the enemy characters, information indicating the actioncontents (ways of behaviors) of the enemy characters, informationindicating whether or not each enemy character is a target of theautomatic action, and the like. Hereinafter, for convenience ofdescription, an enemy character that is a target of the automatic actionmay be referred to as a “first-type enemy character”, and an enemycharacter that is not a target of the automatic action may be referredto as a “second-type enemy character”.

The terrain object data 312 is data about various terrain objectsconstituting game courses. The terrain object data 312 includes dataindicating the outer appearances of the terrain objects, informationindicating whether or not each terrain object is a target of theautomatic action (e.g., an upper end part of a high wall as shown inFIG. 6, or a small step part), and the like.

The gimmick block data 313 defines the gimmick blocks as describedabove. The gimmick block data 313 includes information defining roles,functions, and the like of the four types of gimmick blocks as describedabove, and also includes information about gimmick blocks other than theabove ones.

The course data 314 defines the contents of game courses. The coursedata 314 includes information indicating terrains in the courses,information indicating arrangements of coin objects, enemy characters,and the gimmick blocks, and the like. On the basis of the course data314, a game course is generated as appropriate in a virtual game space.

Besides, the main memory 113 also stores, as appropriate, various typesof data to be used in a game process, such as an advancing directionparameter indicating the movement direction (advancing direction) of theplayer character 201, a movement speed parameter indicating the movementspeed thereof, a jump distance parameter indicating the aforementionedflying distance of a jump, and a flag indicating whether or not thefever mode is entered.

Next, with reference to flowcharts shown in FIG. 34 and FIG. 35, theflow of a game process executed by the processor section 111 of thesmart device 102 will be described. FIG. 34 and FIG. 35 are flowchartsshowing the details of the game process. The process is started by, forexample, when a predetermined game course selection screen (not shown)is displayed, the player selecting a course to be played and performinga “play start” command operation.

In FIG. 34, first, in step S1, the processor section 111 executes aninitial process. In this process, generation of a game course andarrangement of various types of characters and objects are executed onthe basis of the course data 314. In addition, a process of initializingvarious types of data such as the fever meter value 304, the acquiredcoin number data 305, and the acquired bonus point data 306, is alsoexecuted. In addition, a process of setting a “rightward direction” asthe initial value of the aforementioned advancing direction parameterand setting a predetermined value as the initial value of the movementspeed parameter, and the like are also executed. In addition, a processof displaying, on the screen, a game image obtained by imaging a startpoint of the course by a virtual camera is also executed.

Next, in step S2, the processor section 111 executes a current statedetermination process. Specifically, the processor section 111determines the current state of the player character 201 by referring tothe current state data 303.

Next, in step S3, the processor section 111 determines whether or notthe current state of the player character 201 is the “normal movementstate”. As a result, if the current state is the “normal movement state”(YES in step S3), in step S4, a normal movement process is executed. Onthe other hand, if the current state is not the “normal movement state”(NO in step S3), the process proceeds to step S5 described later.

FIG. 36 and FIG. 37 are flowcharts showing the details of the normalmovement process. In FIG. 36, first, in step S21, the processor section111 determines whether or not a tap operation is performed, by referringto the operation data 302. As a result, if a tap operation is performed(YES in step S21), in step S29 in FIG. 37, the processor section 111determines whether or not the player character 201 stands above thereverse arrow block 211 (see FIG. 8). As a result, if the playercharacter 201 stands above the reverse arrow block 211 (YES in stepS29), in step S30, the processor section 111 executes a first gimmickblock process.

It is noted that, regarding detection of the tap operation, in thisexample, an operation from touch-on to touch-off (within a predeterminedperiod) is treated as a tap operation. In another exemplary embodiment,instead of the tap operation, the determination may be performed on thebasis of whether or not touch-on is detected. That is, the process maybe performed such that execution of the special manual action or thenormal manual action as described later is executed at the time whentouch-on is detected.

FIG. 38 is a flowchart showing the details of the first gimmick blockprocess. In this process, a process for causing the player character 201to jump in a direction opposite to the advancing direction is executed.In FIG. 38, first, in step S41, the processor section 111 sets theadvancing direction of the player character 201 to an obliquely leftwardand upward direction (i.e., obliquely upward direction opposite to theadvancing direction). Next, in step S42, referring to the operation data302, the processor section 111 sets the flying distance of the jump ofthe player character 201 in accordance with a touch continuation periodof the tap operation. Then, in step S43, the processor section 111 sets,in the current state data 303, information indicating a “normal manualaction state”. Then, the first gimmick block process is ended.

Returning to FIG. 37, after the first gimmick block process is ended,the normal movement process is also ended.

On the other hand, as a result of the determination in step S29, if theplayer character 201 does not stand above the reverse arrow block 211(NO in step S29), a process for causing the player character 201 to jumpin the advancing direction is performed. Specifically, in step S31,referring to the operation data 302, the processor section 111 sets theflying distance of the jump of the player character 201 in accordancewith a touch continuation period of the tap operation. Next, in stepS32, the processor section 111 sets, in the current state data 303,information indicating a “normal manual action state”. Then, the normalmovement process is ended.

Returning to FIG. 36, on the other hand, as a result of thedetermination in step S21, if a tap operation is not performed (NO instep S21), in step S22, the processor section 111 determines whether ornot the player character 201 is in contact with any of the dotted-lineblock 212, the pause block 213, and the “?” block 214 described above.As a result, if the player character 201 is in contact with any of thegimmick blocks (YES in step S22), in step S27, the processor section 111executes a second gimmick block process.

FIG. 39 is a flowchart showing the details of the second gimmick blockprocess. In FIG. 39, first, in step S51, the processor section 111determines whether or not the player character 201 stands above thepause block 213. As a result of the determination, if the playercharacter 201 stands above the pause block 213 (YES in step S51), instep S52, the processor section 111 performs a process for stoppingmovement of the player character. That is, in step S52, the processorsection 111 executes a process of setting the movement speed of theplayer character 201 to zero. Next, in step S53, the processor section111 sets the current state data 303 to a “temporary stopped state”.

On the other hand, as a result of the determination in step S51, if theplayer character 201 does not stand above the pause block 213 (NO instep S51), in step S54, the processor section 111 determines whether ornot the player character 201 is in contact with the dotted-line block212. As a result, if the player character 201 is in contact with thedotted-line block 212 (YES in step S54), in step S55, the processorsection 111 performs a process of causing coin objects 202 to appear.Specifically, a process of causing a predetermined number of coinobjects 202 to appear so as to be arranged along the arrow direction set(indicated) in the dotted-line block 212, is executed. Further, aprocess of eliminating the dotted-line block 212 in contact is alsoexecuted.

On the other hand, as a result of the determination in step S54, if theplayer character 201 is not in contact with the dotted-line block 212(NO in step S54), in step S56, the processor section 111 determineswhether or not the player character 201 is in contact with the “?” block214 from below (in contact with the lower side thereof). As a result, ifthe player character 201 is not in contact with the “?” block 214 frombelow (NO in step S56), the second gimmick block process is ended. Ifthe player character 201 is in contact with the “?” block 214 from below(YES in step S56), in step S57, the processor section 111 determineswhether or not the “fever mode” is being executed. As a result, if the“fever mode” is not entered (NO in step S57), in step S58, the processorsection 111 executes a process of causing only one coin object 202 toappear from the “?” block 214 and adding one to the acquired coin numberdata 305 (see FIG. 28). On the other hand, if the “fever mode” isentered (YES in step S57), in step S59, the processor section 111executes a process of causing a plurality of coin objects 202 to appearfrom the “?” block 214 so as to be scattered toward the advancingdirection side of the player character 201 as shown in FIG. 29. That is,the movement directions of the plurality of coin objects 202 to appearare set to be toward the advancing direction side of the playercharacter 201. The movement speeds of the plurality of coin objects 202are initially set to be faster than the movement speed of the playercharacter 201, and then set to be slowed down. In addition, thesemovement speeds of the plurality of coins are set to be random speeds.Thus, the coins are scattered frontward (advancing direction) withrespect to the position of the player character 201, whereby collectionof the coins can be facilitated even in a forced scrolling game likethis game. Thus, the second gimmick block process is ended.

Returning to FIG. 36, next, a process in the case where, as a result ofthe determination in step S22, the player character 201 is determined tobe not in contact with any of the dotted-line block 212, the pause block213, and the “?” block 214 (NO in step S22), will be described. In thiscase, in step S23, the processor section 111 determines whether or not acondition for executing the automatic action is satisfied. Specifically,the processor section 111 determines whether or not another object(enemy character or terrain object) is present within a predeterminedrange from the player character 201 in the advancing direction of theplayer character 201. In other words, the processor section 111determines whether or not there is another object having a predeterminedpositional relationship with the player character 201. Then, theprocessor section 111 determines whether or not the other objectsatisfying this condition is a target object (the first-type enemycharacter, etc.) for which the automatic action is to be performed. Ifthis object is a target object for which the automatic action is to beperformed, it is determined that the automatic action executioncondition is satisfied. Otherwise, it is determined that the automaticaction execution condition is not satisfied.

As a result of the determination, if it is determined that the automaticaction execution condition is satisfied (YES in step S23), next, in stepS24, the processor section 111 executes a process of selecting ordetermining the automatic action to be executed. Any process may be usedfor the selection or the determination. For example, a predeterminedautomatic action (an identifier thereof, etc.) may be associated inadvance with a specific enemy character or terrain object, and theautomatic action thus associated may be selected.

Next, in step S25, the processor section 111 sets the advancingdirection or the movement speed of the player character 201 inaccordance with the selected automatic action. Next, in step S26, theprocessor section 111 sets the current state data 303 to an “automaticaction state”. Then, the normal movement process is ended.

On the other hand, as a result of the determination in step S23, if itis determined that the automatic action execution condition is satisfied(NO in step S23), in step S28, the processor section 111 executes aprocess of moving the player character 201 (and the virtual camera) onthe basis of the set movement speed and the set advancing direction. Inaddition, at this time, a process for detecting collision with an objectother than the above objects is also executed. For example, if theplayer character 201 is in contact with a coin object 202, a process ofacquiring the coin object 202 is executed. If the player character 201is in contact with the second-type enemy character (enemy character thatis not a target of the automatic action), a process of adding a damagevalue to the player character 201, or the like is executed. Thus, thenormal movement process is ended.

Returning to FIG. 34, after the normal movement process is ended, theprocess proceeds to step S13 shown in FIG. 35. The process in step S13will be described later.

Next, the case where, as a result of the determination in step S3, thecurrent state of the player character 201 is not a “normal movementstate” will be described. In this case (NO in step S3), in step S5, theprocessor section 111 determines whether or not the current state of theplayer character 201 is an “automatic action state”. As a result, if thecurrent state of the player character 201 is an “automatic action state”(YES in step S5), in step S6, an automatic action process is executed.On the other hand, if the current state of the player character 201 isnot an “automatic action state” (NO in step S5), the process proceeds tostep S7 described later.

FIG. 40 and FIG. 41 are flowcharts showing the details of the automaticaction process. In FIG. 40, first, in step S61, the processor section111 determines whether or not a tap operation is performed, by referringto the operation data 302. As a result, if a tap operation is notperformed (NO in step S61), next, in step S62, the processor section 111determines whether or not the motion of the automatic action (that iscurrently being executed) has been finished. As a result, if the motionof the automatic action has not been finished yet (NO in step S62),next, in step S63, the processor section 111 executes the motion of theautomatic action. That is, the processor section 111 moves the playercharacter 201 on the basis of the motion of the automatic action.

Next, in step S64, the processor section 111 determines whether or notthe player character 201 is in contact with any of the dotted-line block212, the pause block 213, and the “?” block 214 described above. As aresult, if the player character 201 is in contact with any of thegimmick blocks (YES in step S64), in step S65, the processor section 111executes the second gimmick block process. It is noted that the secondgimmick block process is the same as the process in step S27, andtherefore the description thereof is omitted.

On the other hand, as a result of the determination in step S64, if theplayer character 201 is not in contact with any of the gimmick blocks(NO in step S64), in step S67, the processor section 111 determineswhether or not the player character 201 is in contact with apredetermined object other than the above objects. For example, theprocessor section 111 determines whether or not the player character 201is in contact with a coin object 202 or a second-type enemy character.As a result of the determination, if the player character 201 is incontact with such an object (YES in step S67), in step S68, a processaccording to the object in contact, e.g., a process of acquiring a coin,is executed. On the other hand, if the player character 201 is not incontact with such an object (NO in step S67), the process in step S68 isskipped.

On the other hand, as a result of the determination in step S62, if themotion of the automatic action has been finished (YES in step S62), instep S66, the processor section 111 sets the current state data 303 to a“normal movement state”. Then, the automatic action process is ended.

On the other hand, as a result of the determination in step S61, if atap operation is performed (YES in step S61), in step S71 in FIG. 41,the processor section 111 determines whether or not the player character201 stands above the reverse arrow block 211 (see FIG. 9) as describedabove. As a result, if the player character 201 stands above the reversearrow block 211 (YES in step S71), in step S72, the processor section111 executes the first gimmick block process. It is noted that the firstgimmick block process is the same as the process in step S30, andtherefore the description thereof is omitted.

On the other hand, as a result of the determination in step S71, if theplayer character 201 does not stand above the reverse arrow block 211(NO in step S71), next, in step S73, the processor section 111determines whether or not a condition for executing the special manualaction is satisfied. For example, when a tap operation is performedwhile a predetermined specific automatic action is being executed, it isdetermined that the execution condition is satisfied.

As a result of the determination, the condition for executing thespecial manual action is satisfied (YES in step S73), in step S74, theprocessor section 111 executes a process of selecting or determining thespecial manual action to be executed. For example, a specific specialmanual action is associated in advance with a specific automatic action,and a process of selecting the special manual action thus associated isexecuted. Therefore, as described above in FIG. 3 to FIG. 7, the contentof a special manual action to be executed differs depending on theautomatic action that is being executed. That is, different specialmanual actions are executed depending on the automatic action that isbeing performed at the time of tapping.

Next, in step S75, the processor section 111 sets the current state data303 to a “special manual action state”.

On the other hand, as a result of the determination in step S73, if thecondition for executing the special manual action is not satisfied (NOin step S73), in step S76, the processor section 111 sets the flyingdistance (a parameter indicating the same) of a jump of the playercharacter 201 in accordance with the touch continuation period of thetap operation. Further, in step S77, the processor section 111 sets, inthe current state data 303, information indicating a “normal manualaction state”. That is, when the condition for executing the specialmanual action is not satisfied, the operation is treated as an operationfor jumping by a manual action. Thus, the automatic action process isended.

Referring to FIG. 34, next, the case where, as a result of thedetermination in step S5, the current state of the player character 201is not an “automatic action state”, will be described. In this case (NOin step S5), in step S7, the processor section 111 determines whether ornot the current state of the player character 201 is a “normal manualaction state”. As a result, if the current state of the player character201 is a “normal manual action state” (YES in step S7), in step S8, thenormal manual action process is executed. On the other hand, if thecurrent state of the player character 201 is not a “normal manual actionstate” (NO in step S7), the process proceeds to step S9 described later.

FIG. 42 is a flowchart showing the details of the normal manual actionprocess (in this game, substantially, the normal manual action is anormal jump). In FIG. 42, first, in step S81, the processor section 111determines whether or not the motion of the normal manual action hasbeen finished. In this game, substantially, the normal manual action isa jump action, and therefore, for example, when the player character 201lands on the ground part, the motion of the manual action may bedetermined to have been finished. As a result of the determination, ifthe motion of the normal manual action has not been finished yet (NO instep S81), in step S82, the motion of the normal manual action isexecuted. That is, a process of moving the player character 201 on thebasis of the motion of the normal manual action is executed.

Next, in step S84, the processor section 111 determines whether or notthe player character 201 is in contact with any of the dotted-line block212, the pause block 213, and the “?” block 214 described above. As aresult, if the player character 201 is in contact with any of thegimmick blocks (YES in step S84), in step S85, the processor section 111executes the second gimmick block process. It is noted that the secondgimmick block process is the same as the process in step S27, andtherefore the description thereof is omitted.

On the other hand, as a result of the determination in step S84, if theplayer character 201 is not in contact with any of the gimmick blocks(NO in step S84), in step S85, the processor section 111 determineswhether or not the player character is in contact with a predeterminedobject other than the above objects. As a result of the determination,if the player character 201 is in contact with the predetermined object(YES in step S85), in step S86, the processor section 111 executes aprocess according to the object in contact, e.g., a process of acquiringa coin if the player character 201 is in contact with a coin object 202.On the other hand, if the player character 201 is not in contact withthe predetermined object (NO in step S85), the process in step S86 isskipped.

Next, as a result of the determination in step S81, if the motion of thenormal manual action has been finished (YES in step S81), in step S88,the processor section 111 sets the initial values of parametersindicating the advancing direction and the movement speed of the playercharacter 201. Further, the processor section 111 sets the current statedata 303 to a “normal movement state”. Then, the normal manual actionprocess is ended.

Returning to FIG. 34, next, the case where, as a result of thedetermination in step S7, the current state of the player character 201is not a “normal manual action state”, will be described. In this case(NO in step S7), in step S9, the processor section 111 determineswhether or not the current state of the player character 201 is a“special manual action state”. As a result, if the current state of theplayer character 201 is a “special manual action state” (YES in stepS9), in step S10, the special manual action process is executed. On theother hand, if the current state of the player character 201 is not a“special manual action state” (NO in step S9), the process proceeds tostep S11 described later.

FIG. 43 is a flowchart showing the details of the special manual actionprocess. In FIG. 43, first, in step S91, the processor section 111determines whether or not the motion of the special manual action hasbeen finished. As a result of the determination, if the motion of thespecial manual action has not been finished yet (NO in step S91), instep S92, the processor section 111 determines whether or not additionof a bonus point and a fever meter value for the special manual actionthat is currently being executed has been already performed. As aresult, if the addition has not been performed yet (NO in step S92), instep S93, the processor section 111 executes a process of addition tothe fever meter value 304 in accordance with the executed special manualaction. Further, the processor section 111 also executes a process ofadding the bonus point according to the executed special manual action,to the acquired bonus point data 306. For example, the special manualaction performed during the aforementioned leapfrog and the specialmanual action performed when the player character is clambering a wall,are different in the fever meter value and the bonus points that shouldbe obtained. On the other hand, if a bonus point and the like have beenadded yet (YES in step S92), the process in step S93 is skipped.

Next, in step S94, the processor section 111 executes the motion of thespecial manual action. That is, the processor section 111 executes aprocess of moving the player character 201 on the basis of the motion ofthe special manual action.

Next, in step S95, the processor section 111 determines whether or notthe player character 201 is in contact with any of the dotted-line block212, the pause block 213, and the “?” block 214 described above. As aresult, if the player character 201 is in contact with any of thegimmick blocks (YES in step S95), in step S98, the processor section 111executes the second gimmick block process. It is noted that the secondgimmick block process is the same as the process in step S27, andtherefore the description thereof is omitted.

On the other hand, as a result of the determination in step S95, if theplayer character is not in contact with any of the gimmick blocks (NO instep S95), in step S96, the processor section 111 determines whether ornot the player character is in contact with a predetermined object otherthan the above objects. As a result of the determination, if the playercharacter is in contact with the predetermined object (YES in step S96),in step S97, the processor section 111 executes a process according tothe object in contact. On the other hand, if the player character is notin contact with the predetermined object (NO in step S96), the processin step S97 is skipped.

Next, as a result of the determination in step S91, if the motion of thespecial manual action has been finished (YES in step S91), in step S100,the processor section 111 sets the initial values of parametersindicating the advancing direction and the movement speed of the playercharacter 201. Further, the processor section 111 sets the current statedata 303 to a “normal movement state”. Then, the special manual actionprocess is ended.

Returning to FIG. 34, next, the case where, as a result of thedetermination in step S9, the current state of the player character 201is a “special manual action state”, will be described. In this case (NOin step S9), in step S11, the processor section 111 determines whetheror not the current state of the player character 201 is a “temporarystopped state”. As a result, if the current state of the playercharacter 201 is a “temporary stopped state” (YES in step S11), in stepS12, a temporary stop process is executed. On the other hand, if thecurrent state of the player character 201 is not a “temporary stoppedstate” (NO in step S11), the process proceeds to step S13 describedlater.

FIG. 44 is a flowchart showing the details of the temporary stopprocess. In FIG. 44, first, in step S111, whether or not a tap operationis performed is determined by referring to the operation data 302. As aresult, if a tap operation is not performed (NO in step S111), thetemporary stop process is ended (that is, nothing is performed inparticular and the player character 201 is kept being stopped).

On the other hand, if a tap operation is performed (YES in step S111),in step S112, the processor section 111 sets the parameters of theadvancing direction and the movement speed in accordance with the pauseblock above which the player character 201 stands. As described above,in this game, two types of the pause blocks are used (see FIG. 19 toFIG. 24). Therefore, the advancing direction and the movement speed areset so that one of a motion of advancing straight in the rightwarddirection and a motion of jumping is to be performed in accordance withthe pause block above which the player character 201 is stands. Inaddition, in the case of performing a motion of advancing straight inthe rightward direction, the movement speed is set to be returned to themovement speed before the stoppage.

Next, in step S113, the processor section 111 sets the current statedata 303 to the normal movement state. Then, the temporary stop processis ended.

Next, a process from step S13 in FIG. 35 will be described. First, instep S13, the processor section 111 executes a drawing process. That is,the processor section 111 executes a process of drawing an imageobtained by a virtual camera imaging a virtual game space in which theprocessing described above is reflected.

Next, in step S14, the processor section 111 determines whether or notthe game course is cleared. That is, the processor section 111determines whether or not the goal point is reached. It is noted that,in the case where a time limit is set, the course is regarded as clearedat the time when the time limit has passed, even if the goal has notbeen reached yet. As a result of the determination, if the course is notcleared (NO in step S14), the process returns to step S2 to repeat theprocess. If the course is cleared (YES in step S14), in step S15, theprocessor section 111 executes a result screen process. Specifically,the processor section 111 executes a process of displaying apredetermined result screen to present the number of acquired coins, thenumber of acquired bonus points, a final score, and the like, to theplayer.

Thus, the detailed description of the game process according to theexemplary embodiment has been finished.

As described above, in the exemplary embodiment, it is possible toimprove the operability and provide variations in play content, just bya simple operation of only a tap operation. For example, by adopting theautomatic actions and the special manual actions as described above, itis possible to increase options for the player, with a simple operationsystem. For example, owing to provision of the automatic actions, theplayer character may be intentionally brought into contact with an enemycharacter, and thus variations of play content can be increased. Inaddition, by, for example, giving bonus points, the special manualactions themselves are evaluated in an easily understandable way to theplayer, and thus a new motivation for game play can be given to theplayer. In addition, owing to the simple operation, beginners at gamescan enjoy the game, and at the same time, owing to elements such as theautomatic actions, the special manual actions, and the various gimmickblocks, thorough-play elements can also be provided to experts.

In addition, providing the reverse arrow blocks as described above in aforced scrolling game as in this game brings about change in thedirection of the automatic scrolling, thereby providing unexpectednessand providing variations in course advancement route. Thus, amusement ofthe game can be further enhanced.

In addition, providing the pause block as described above in a game inwhich a player character automatically moves as in this game can providean occasion that allows selection of a movement timing in accordancewith a player's operation. That is, even during an automatic movement,an occasion that allows a player's intension to be reflected can beprovided, whereby amusement of the game can be enhanced.

In addition, providing the dotted-line block as described above in agame of automatic scrolling type (automatic movement type) as in thisgame makes it possible to guide the motion of the player character 201(player's operation) to a certain extent. That is, it is possible tocause the player to predict that coin objects 202 will appear in thedirection indicated by the dotted-line block (or other than coins, therewill be something), thereby providing an effect of guiding a player'soperation in the arrow direction. Thus, the player is notified inadvance of variations in advancement route, whereby amusement of thegame can be further enhanced.

As an example of the motions of the automatic actions described above, amotion of leapfrogging to avoid an enemy character has been shown. Inanother exemplary embodiment, the automatic action and the normal manualaction may be set to perform the same action. For example, as anautomatic action for avoiding an enemy character, the same jump actionas the normal manual action may be performed.

Regarding the fever meter 203, in the above example, the meter is filledwhen the special manual action is performed. In another exemplaryembodiment, the fever meter may be filled also when the automatic actionis performed. In this case, the amount by which the meter is filled bythe special manual action may be set to be greater than the amount bywhich the meter is filled by the automatic action. Thus, the fever meteris filled without the player particularly performing any operation.Therefore, the degree of difficulty of the game can be adjusted andsuperiority of performing the special manual action can be ensured.

In the above description, the example in which the fever mode isexecuted when the points in the fever meter reach a predetermined value(the meter becomes full), has been shown. Besides, another process usingthe points accumulated by the special manual actions may be allowed tobe executed. For example, a competitive game process may be executed inwhich win-lose determination with another player is performed using thepoints accumulated by the special manual action. More specifically,win-lose determination may be performed by comparison of the numbers ofpoints. Alternatively, win-lose determination may be performed on thebasis of both the number of acquired coins and the acquired bonus points(for example, the number of acquired coins may be multiplied by acorrection coefficient based on the bonus points, to perform large-smalldetermination of the resultant number). This competitive game processmay be a synchronous competitive type (real-time competition) or may bean asynchronous competitive type. Regarding transmission and receptionof data in the competitive game process, the competitive game processmay be of a type in which the communication is performed via apredetermined server, or of a type in which the communication isdirectly performed between smart devices not via a server. A purchaseprocess (shopping process) may be performed which, for example, enablespurchase of items that can be used in the game process as describedabove by consuming the points.

Regarding the giving of a bonus point or the like for the special manualaction, in the above exemplary embodiment, a bonus point or the like isgiven at the time when the special manual action is performed. Otherthan this, in another exemplary embodiment, a bonus point or the likemay be given for a result of a series of actions. For example, it isassumed that a plurality of coin objects 202 are arranged at such aposition that it is normally difficult to acquire the coin objects, inthe game course. Then, if the plurality of coin objects are all acquiredwithin a predetermined period, the series of actions relevant to theacquisition of the coins may be treated as the special manual actionafterward and a bonus point or the like may be given accordingly.Besides, for example, if such actions as to stomp on three or more enemycharacters continuously is performed, this series of actions may betreated as the special manual action afterward and a bonus point or thelike may be given accordingly.

In the above example, the determination as to the condition forexecuting the special manual action is performed on the basis of a tapoperation during the automatic action. Other than this, in anotherexemplary embodiment, determination as to the condition for executingthe special manual action may be performed on the basis of a tapoperation performed during a motion of the normal manual action. Thatis, in the case where the player character 201 is caused to jump as thenormal manual action, if a tap operation is performed under a situationin which the jump is being performed and a predetermined condition issatisfied, the special manual action may be executed.

Regarding the reverse arrow blocks, in the above example, the playercharacter 201 is temporarily moved in the opposite direction by a tapoperation being performed when the player character 201 stands on thereverse arrow block. In another exemplary embodiment, the playercharacter 201 may be caused to jump in the opposite direction asdescribed above at the time when the player character 201 comes intocontact with the reverse arrow block. In this case, the player cannotfurther proceed unless the player avoids the reverse arrow block by ajump by the manual action.

Regarding the pause block, in the above example, movement of the playercharacter 201 is temporarily stopped when the player character 201stands on the pause block. In another exemplary embodiment, other thantemporary stoppage, a process of reducing or increasing the movementspeed of the player character 201 may be performed.

In the above exemplary embodiment, the case where the automatic movementdirection of the player character 201 and the scrolling directioncoincide with each other has been described as an example. These twodirections do not necessarily need to coincide with each other. Inanother exemplary embodiment, they may be different directions. Forexample, while the automatic movement direction of the player character201 is the screen horizontal direction, the game course may be scrolledin the vertical direction without being scrolled in the horizontaldirection. That is, the game course is assumed to have a verticallyelongated configuration (see FIG. 45). In this case, the playercharacter 201 is to ascend upward from below while jumping. In addition,regarding movement in the horizontal direction of the player character201 in this case, for example, movement control may be performed so thatthe player character 201 appears from the left end of the screen whenreaching the right end of the screen (see FIG. 46 and FIG. 47). That is,the right end and the left end of the screen may be linked so as toloop. Alternatively, as shown in FIG. 48, walls may be formed at theright and left ends of the screen, and the automatic movement directionof the player character 201 may be controlled so as to switch to areverse direction by performing the “wall-kick jump” as described above.That is, the following control may be performed. When the automaticmovement direction is the rightward direction, if the player character201 reaches the right end of the screen and performs a wall-kick jump(see FIG. 49), the automatic movement direction changes to the leftwarddirection (see FIG. 50), and thereafter, if the player character 201reaches the left end of the screen (see FIG. 51) and performs awall-kick jump (see FIG. 52), the automatic movement direction changesto the rightward direction (see FIG. 53).

In the above exemplary embodiment, the case where a series of processesin the game process as described above are executed in a single device(smart device), has been described. However, in another exemplaryembodiment, the series of processes may be executed in an informationprocess system composed of a plurality of information processingapparatuses. For example, in an information process system including aterminal apparatus and a server apparatus capable of communicating withthe terminal apparatus via a network, some of the series of processesmay be executed by the server apparatus. In an information processsystem including a terminal apparatus and a server apparatus capable ofcommunicating with the terminal apparatus via a network, a major processof the series of processes may be executed by the server apparatus, andsome of the series of processes may be executed by the terminalapparatus. In such an information process system, a system on the serverside may be composed of a plurality of information processingapparatuses, and processes that should be executed on the server sidemay be executed in a shared manner by the plurality of informationprocessing apparatuses.

The computer-readable non-transitory storage medium having storedtherein the game program, and the like, according to the exemplaryembodiments can provide a game process that realizes variations in playcontent with simple operability, and is suitable for application to aportable smart device, various types of game apparatuses, and the like.

What is claimed is:
 1. A computer-readable non-transitory storage mediumhaving stored therein a game program to be executed by a computer of aninformation processing apparatus, the game program causing the computerto at least: automatically move a player character in a first directionin a virtual game space even when a movement command input is notperformed by a player; arrange, in the virtual game space, a firstobject associated with a second direction in the virtual game space, thesecond direction being different from the first direction; indicate thesecond direction to the player; while the player character isautomatically moving in the virtual game space, determine whether theplayer character is automatically moving through a position within thevirtual game space that is based on where the first object is located;based on a determination that the player character is automaticallymoving through the position within the virtual game space, arrange asecond object at a predetermined position that is based on the seconddirection and the first object; and after arranging the second object atthe predetermined position: (a) based on performing an operation input,change direction of automatic movement of the player character to movein the second direction, and (b) when the operation input is notprovided, continue automatic movement of the player character in thefirst direction.
 2. The computer-readable non-transitory storage mediumhaving stored therein the game program according to claim 1, wherein thegame program executes an action game in which a screen is forciblyscrolled in the first direction.
 3. The computer-readable non-transitorystorage medium having stored therein the game program according to claim1, the game program further causing the computer to at least scroll adisplay area displaying a game screen including the player character, soas to follow movement of the player character.
 4. The computer-readablenon-transitory storage medium having stored therein the game programaccording to claim 1, wherein indicating the second direction includesdisplaying an image that represents the second direction so as tooverlap with the first object.
 5. The computer-readable non-transitorystorage medium having stored therein the game program according to claim1, wherein the first object and the second object are different types ofobjects.
 6. The computer-readable non-transitory storage medium havingstored therein the game program according to claim 1, wherein the secondobject includes a plurality of second objects.
 7. The computer-readablenon-transitory storage medium having stored therein the game programaccording to claim 6, wherein the plurality of second objects arearranged along the second direction based on a location of the firstobject within the virtual game space.
 8. The computer-readablenon-transitory storage medium having stored therein the game programaccording to claim 1, wherein the second object is an item object thatcan be acquired by the player character in response to the playercharacter coming into contact with the item object within the virtualgame space.
 9. The computer-readable non-transitory storage mediumhaving stored therein the game program according to claim 1, wherein theautomatic movement of the player character is performed before, during,and after arrangement of the second object.
 10. The computer-readablenon-transitory storage medium having stored therein the game programaccording to claim 1, wherein: the determination of whether the playercharacter is automatically moving through the position within thevirtual game space that is based on where the first object is locatedfurther includes determination of whether the player character passesinside of the first object, and the change direction of the automaticmovement of the player character to move in the second direction isadditionally based on determination that the operation input isperformed while the player character is at a location or area in thevirtual game space that is based on a position of a trigger objectwithin the virtual game space.
 11. A game system comprising: at leastone hardware processor configured to at least: automatically move aplayer character in a first direction in a virtual game space even whena movement command input is not performed by a player; locate, in thevirtual game space, a first object associated with a second direction inthe virtual game space, the second direction being different from thefirst direction; indicate the second direction to the player; while theplayer character is automatically moving in the virtual game space,determine whether the player character is automatically moving through aposition within the virtual game space that is based on where the firstobject is located; based on a determination that the player character isautomatically moving through the position within the virtual game space,arrange a second object at a predetermined position that is based on thesecond direction and the first object; and after arranging the secondobject at the predetermined position: based on performing an operationinput, change direction of automatic movement of the player character tomove in the second direction, and when the operation input is notprovided, continue automatic movement of the player character in thefirst direction.
 12. The game system of claim 11, wherein the at leastone hardware processor is further configured to: execute an action game;and as part of the action game, forcibly scroll a game screen for theaction game in the first direction while the player character isautomatically moved.
 13. The game system of claim 11, wherein the atleast one hardware processor is further configured to: scroll a displayarea displaying a game screen including the player character, so as tofollow the automatic movement of the player character through thevirtual game space.
 14. The game system of claim 11, wherein the atleast one hardware processor is further configured to: display agraphical representation of the second direction at a position thatoverlaps the first object.
 15. The game system of claim 11, wherein thefirst object and the second object are different types of objects. 16.The game system of claim 11, wherein the second object includes aplurality of second objects.
 17. The game system of claim 16, whereinthe plurality of second objects are arranged in accordance with thesecond direction and based on where the first object is located withinthe virtual game space.
 18. A method implemented on a computer system,the method comprising: automatically moving, by using the computersystem, a player character in a first direction in a virtual game spaceeven when a movement command input is not performed by a player;locating, in the virtual game space, a first object associated with asecond direction in the virtual game space, the second direction beingdifferent from the first direction; providing an indication of thesecond direction to the player; while the player character isautomatically moving in the virtual game space, determining whether theplayer character is automatically moving through a position within thevirtual game space that is based on where the first object is located;based on a determination that the player character is automaticallymoving through the position within the virtual game space, arranging asecond object at a predetermined position that is based on the seconddirection and the first object; and after locating the second object atthe predetermined position: (a) based on performing an operation, input,changing direction of automatic movement of the player character to movein the second direction, and (b) when the operation input is notprovided, continuing automatic movement of the player character in thefirst direction.
 19. The method of claim 18, wherein the indication ofthe second direction includes displaying an image that corresponds tothe second direction at a location that overlaps the first object.
 20. Agame apparatus comprising: at least one user input device; a display;and a processing system that includes at least one hardware processor,the processing system configured to: automatically move a playercharacter in a first direction in a virtual game space even when amovement command input is not performed by a player, locate, in thevirtual game space, a first object associated with a second direction inthe virtual game space, the second direction being different from thefirst direction, output an indication of the second direction to theplayer, while the player character is automatically moving in thevirtual game space, determine whether the player character isautomatically moving through a position within the virtual game spacethat is based on where the first object is located, based on adetermination that the player character is automatically moving throughthe position within the virtual game space, arrange a second object at apredetermined position that is based on the second direction and thefirst object, and after arranging the second object at the predeterminedposition: based on an operation input being provided, change directionof automatic movement of the player character to move in the seconddirection, and when the operation input is not provided, continueautomatic movement of the player character in the first direction. 21.The game apparatus of claim 20, wherein the processing system is furtherconfigured to: automatically scroll a display area displaying a gamescreen including the player character, so as to follow the automaticmovement of the player character through the virtual game space.